Pathfindingmodifier priority lower than terrain material

pathfinding modifiers are currently a lower priority than terrain are, navmesh wise meaning its causing inconsistencies as right now the priorities are Terrain → PathfindingModifiers → Parts respectively.

The files below, including repro file, perfectly display the issue at hand. The humanoid on terrain seems to ignore the Deadzone (which also isnt displayed in visualization) whereas part materials work as intended.

Scripts that handle pathfinding are located inside of the characters for convenience and are set to math.huge cost on Deadzone.

This behavior happens in BOTH PathfindingUseImprovedSearch Enabled and Disabled

repro pathfinding modifier.rbxl (103.4 KB)

Expected behavior

I expect pathfindingModifiers to be the highest priority so that it functions accordingly on any environment, as stated in the original announcement

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the bug is still happening, please take a look at this, developers :pray: :pray:

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I hate to bump but has this been addressed or looked at? its causing A LOT of problems around our AI handling terrain as we cannot be manually adjusting regions for navigation to avoid or interact with.

Theres current NO proper work around to my knowledge other than fov obstacle avoidance which is heavy on performance with the magnitude we’re at, its not a friendly approach for large games whatsoever.